Week 8 Questions

Question Set 1

  • what is the difference between a game designer and a game developer? A game design is typically the one who comes up with the idea and the design (characters, story, gameplay). Where a game developer takes those game ideas and developes them into a working game by writing code and handling the technical developement.
  • what commonly occurs during the game development process? Planning, Pre-production, Production, Testing, Pre-Launch, Launch and Post-production
  • what are the challenges of balancing a game? crafting difficult obstacles that resonate with everyone.
  • what should every player of your game believe? why? The should be believe that your game is both fun and enjoyable because if they don;t then they won’t want to play your game again or tell others about it.
  • how can you avoid stealing players fun? When the instructions are too long or unclear so players argue about what is right.
  • what 10 maxims should you follow when writing rules? Avoid jargon; stick to plain language. Keep it simple and straightforward. Add a bit of personality, but don’t overdo it. Make sure the text is easy to understand, don’t use complicated terms. Break up any confusing rules; keep it flexible. Make it visually appealing without too much bolding or capitalization. Test your final draft, and address any mistakes in the FAQ after it’s published.

Question Set 2

  • how has play testing changed your game? Helped me to be able to further develope my game and make it suitable for not just those in the basketball community. The game no allows for someone whon may know nothing about baskteball to win.
  • who from class would you like to play test your next game or version 2 of your first game? I don’t really have a particular person in mind, nobody in class has actually got to play it yet so anybody would be fine.
  • who is the audience for your game? Anyone 12+ just because some of the Trivia Questions are hard.
  • who should play test your game outside of class? I think people at my work since everyone is pretty much involved in sports.

Review on Alana’s Game (To Feed Or Not To Feed)

What was the most fruatrating moment or aspect of what you just played? The game wasn’t frustrating a all.

What was your favorite moment or aspect of what you just played?  I loved how cute each of the cards are, and it was rather simple to learn. It remined me of a game I used to lay when I was younger, I cant think of the name of it right now tho.

Was there anything you wanted to do that you couldn’t? No, this game is perfect how it is.

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?  There isn’t anything that I would want to change.

What should be improved with the next version? I don’t think anything particulary needs to be changed.

Descibe the game in 3 words?  cute, interactive, fun

Review on Lauren’s Game

What was the most fruatrating moment or aspect of what you just played? I wouldn’t say that this game was necessarily frustrating but moreless it was nerve racking because you had to think about what cards other players had in their hand before you put a card down.

What was your favorite moment or aspect of what you just played? I liked how it was a rather simple game to learn, it was still hard to win. For the most part the card you needed, is in another players hand or it got put down when you couldn’t pick it up. Then you had to wait for that card to come back around again.

Was there anything you wanted to do that you couldn’t? I wish there was a way to sabatoge the other players cards.

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I think I would have just one joker in the deck instead of two.

What should be improved with the next version?  Removing one of the jokers and adding a form of sabatoge between the players.

Descibe the game in 3 words?  challenging, strategy, fun

Review on Honey Heist

What was the most fruatrating moment or aspect of what you just played? The game wasn’t frustrating a all.

What was your favorite moment or aspect of what you just played? I loved every second of this game. At first, I wasn’t sure that I would because I don’t have any experience in the games that it relates to. I loved how the players had to create their own story and the rolls of the dice determined whether thier ideas worked or not.

Was there anything you wanted to do that you couldn’t? Nope, I love this game just how it is.

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I wouldn’t change anything to this game, it’s perfect how it is.

What should be improved with the next version? Nothing, keep it just how it is.

Descibe the game in 3 words?  fun, creative, thrilling

Review on Colin’s Art Game

What was the most fruatrating moment or aspect of what you just played? The game wasn’t frustrating all.

What was your favorite moment or aspect of what you just played? I loved how the game fit in the setting, you got to walk around and talk to people. However, you had to be minful of where those whom you were playing with were.

Was there anything you wanted to do that you couldn’t? I wanted more time to be able to accuse the theif, two minutes went really fast during the debate.

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be?  I would add more art pieces (decks of cards) per round or allow them to be moved each round so it’s not at easy to rember where the cards are.

What should be improved with the next version? Adding more time to debate who the theif is, and adding a few more decks of cards, whether that is per round or overall.

Descibe the game in 3 words? Interactive, mysterious, fun

Review on Zoomies (Beck)

What was the most fruatrating moment or aspect of what you just played? The game wasn’t frustrating a all.

What was your favorite moment or aspect of what you just played? I love that each of the cats habe their own capabilites.

Was there anything you wanted to do that you couldn’t? I know Beck mentioned building an actual thing for the cats to climb up on, I would love to see that.

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would add more aspects that you can do when you roll an odd number other than just get a treat.

What should be improved with the next version? There needs to be more variety in the cards.

Descibe the game in 3 words?  Fun, risky, creative

Garden Sabtoge Review (Amber)

What was the most fruatrating moment or aspect of what you just played? The most frustring part was when we knew we were doing something wrong at first but we couldn’t figure out how exactly the game was to be played

What was your favorite moment or aspect of what you just played? I loved the ending and how the person who completes 5 objectives doesn’t necessarily win. You have to count each of your points on your onjective card at the of the game, person with the most points wins.

Was there anything you wanted to do that you couldn’t? I dont belive so.

If you has a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? I would love the Pestide to be something physical or like a card that you have to get, cause right now it’s too easy to remove the bad bugs.

What should be improved with the next version? There should be some form of reminder card as to what your three actions can be per turn.

Descibe the game in 3 words? Fun, adorable, creative

Week 5 Game Ideas- Collecting

  1. Nature’s Harmony– Players explore vibrant environments to collect sounds from creatures and plants. solve puzzles to unlock new areas and create a unique musical experience that influences the world around you.
  2. Time Traveler’s Gallery– Players travel through different historical periods to collect famous artifacts. Make choices that affect the timeline and build a personal gallery, and the story is then shaped by your choices.
  3. Dreamscape Collectors– Players will collect dream creatures the represent different emotions in different dream worlds. Craft your dream escape to upgrade your abilities, and trade with others to compete in collections.
  4. Artifact Archetype– Players will collect and trade cards representing ancient artifacts, each with their own abilities. Strategize your building strategy to form the best deck and unlocking unique events and cards.
  5. Mythical Menagerie– Players will create and manage their own sanctuary for mythical creatures. Explore to collect different creatures, take care of them, and customize your sanctuary to attract visitors.

Review on Argument

Was it fun? Not really

What were the player interactions? Players had to try to clear their section of the board first while gaining as many stacks as the can with their opponets pieces.

How long did it take to learn? The game didn’t take too long to learn, it was just very hard to rememeber whose pieces were whose after awhile.

Would you play it again? Maybe, but it wouldn’t be my first choice.

Analyze the game using the 3 act structure.

Act 1– Reading the instructions and setting up each of our sections of the board. Making sure we knew which pieces could move which ways.

Act 2– We decided who went first and began to move our pieces around trying to stack on our opponents pieces and clear our section of the board.

Act 3- Each of our sections only had a few pieces left and the last few stacks were made and the winner was found.

What are the collaborative and or competitive aspects of the game? This game has to modes: Collaborative and competitive. We chose to play competitive, though I do see how the collaberative section would work. Collaborative: each of the players would work together to strategize and work together the best/fastest way to clear the board. Comepetitive: Each player comes up with their own strategy to clean off their section but still gain as may stacks asthey can.

What is the game’s metaphor and which of the game’s mechanics standout?

The pieces, how each one had a different symbol and they could only move certain ways and a certain amount of spaces on the board.

Review on Catan

Was it fun? Yes, Catan was very fun

What were the player interactions? Player had to swap cards, and steal cards from one another in hopes to build their road or build a city or settlement. There also was a chance of “sabatoge” in this game, when the knight is activated (when a 7 is rolled) the roller of the dice gets to choose what space to freeze and the owner can’t gaim any resources from that space until another “7” is rolled.

How long did it take to learn? The game overall didn’t take very long to learn.

Would you play it again? Most Certainly, I have even thought about buying this game personally. It is something about games that have the perfect combination of competive game, building and sabatoge that have my attention.

Analyze the game using the 3 act structure.

Act 1– Setting up the game. It was a new game so everything had to be taken out the package and the pieces had to be taken apart. Then it was the matter of figuring out how all these pieces needed set up. We each had to choose a color and take our two road and two settlement pieces and place them where we wanted on the board.

Act 2– Gaining resources each time the dice was rolled if it laned on a number that you have build a settlement or a city on. Then using those resources to buy roads, settlements, discover cards and cities.

Act 3- When we started to gain points and get close to 10 buy buying settlements and upgrading to cities.

What are the collaborative and or competitive aspects of the game? There is some collaberation but it is not for team benefits but rather it is for your own. You can steal cards from other players or trade for another resource. This game can get competive due to the knight (when a 7 is rolled) the player that the “7” can choose to freeze a number that another player has built on. This will prevent that player from gaining any resources when that number is rolled until another “7” is rolled.

What is the game’s metaphor and which of the game’s mechanics standout? I am not sure as what the games metaphor would be. However, having “the knight” stood out to me because it allows the game to have some “sabatoge”, and allows for the players that are behind to catch up.

Game Rules PT2: Court of Champions

Objective: Compete to earn the most points by completing trivia questions and physical challenges related to basketball history and rules as you navigate the court.

Game Components:

  • Game Board (Basketball court of some sort)
  • Challege Cards (Trivia questions and physical challenge)
  • Player Tokens (basketball themed players)
  • Dice (six sided)
  • Score sheet/ Pencils
  • Timer (optional)

Setup:

  1. Place the Game Board: Lay out the game board in the center of the playing area.
  2. Distribute Player Tokens: Each player chooses a token and places it at the starting point on the board (e.g., “Tip-Off” space).
  3. Shuffle Challenge Cards: Mix the Challenge Cards and place them face down in a designated area on the board.
  4. Prepare the Score Sheet: Ensure each player has access to a score sheet to track points.

Game Play:

  • Turn Order: Players decide the turn order by rolling a dice (Highest roll goes first)

Rolling the Dice:

  • On their turn, a player rolls the die and moves their token forward the number of spaces rolled.
  • If a player lands on a special space (indicated on the board), they must perform the associated action.

Challenge Spaces:

  • Trivia Space: If a player lands on a Trivia Space, they draw a Trivia Challenge Card and read the trivia question aloud. If they answer correctly, they earn points (e.g., 1 point for basic questions, 2 points for advanced questions).
  • Challenge Space: If a player lands on a Challenge Space, they draw a Challenge Card that may require them to perform a physical task (e.g., “Make a paper ball into a trash can” or “Dribble a ball five times”). If successful, they earn points as specified on the card.

Points System:

  • Players earn points based on the type of challenge:
  • Correct Trivia Answer: 1-2 points (varying difficulty)
  • Completed Physical Challenge: 2 points (or as stated on the card)
  • Keep track of points on the Score Sheet after each turn.

Team Challenges (Optional): If players land on a designated “Team Challenge” space, they can collaborate as a team to answer a trivia question or complete a physical challenge, with shared points awarded for success.

Winning The Game:

  • The game ends when all Challenge Cards have been drawn or when players agree to finish (after a set number of rounds).
  • The player with the most points at the end of the game is declared the “Champion of the Court.”

Additional Rules:

  • Timer for Challenges: For added excitement, players can use a timer (e.g., 30 seconds) for physical challenges and trivia answers.
  • Disputed Answers: If players disagree on an answer, they can consult a basketball rulebook or trusted source to resolve disputes.
  • Penalty for Skipping: Players may choose to skip a challenge but will lose 1 point if they do so.

Tips for Players:

  • Stay engaged and supportive during challenges and trivia.
  • Use teamwork during Team Challenges to maximize points.
  • Have fun and enjoy the mix of knowledge and skill!

Rules For “Can I Find My Way”

Objective: All players must work together to find their own path through the board. The game has no physical instructions so it is up to the players to figure out what the objective of the game by looking for the clues hidden within, whether it is on the board or on the box. Players don’t know the objective of the of the game. The goal is to successfully navigate to a designated end point (the “Finish Line”) before time runs out.

Game Components:

  • A Board Game (with a narrow path and hidden clues)
  • Clue Cards (hidden in various loctaions on the board)
  • Timer
  • Player Tokens (Game Pieces)

Set up:

  1. Place the Game Board: Unfold the game board and place it in the center of the playing area.
  2. Place the Game Board: Unfold the game board and place it in the center of the playing area.
  3. Distribute Player Tokens: Each player chooses a token and places it at the starting point on the board.
  4. Hide Clue Cards: Randomly hide Clue Cards around the board and within the game box. The number of clues can vary based on player preference (suggest 10-15 clues).
  5. Set the Timer (Optional): Decide on a time limit for the game (e.g., 30 minutes) to increase the challenge.

Gamplay:

Turn Order: Players take turns in a clockwise direction.

Movement: On their turn, a player may move their token along the path based on any discussions or strategies agreed upon by the group. The number of spaces moved can be determined by rolling a die (if included) or decided collectively.

Discovering Clues: If a player lands on a space that corresponds to a hidden Clue Card, they may take the card and read it aloud to the group. Clue Cards can include hints, or riddles that help players navigate the board or provide insights into the objective.

Collaborative Discussion: Players must discuss the clues they find. Encourage brainstorming and collaboration to interpret clues and decide the next moves. Players can take notes to help keep track of clues and potential paths.

Reaching the Finish Line: The group wins by collaboratively identifying the correct path to the Finish Line, using the clues they’ve discovered. Players must ensure that everyone agrees on the final route taken to the Finish Line.

Winning The Game:

  • The game ends successfully when the players reach the Finish Line together before the timer runs out.
  • If time runs out and the players have not reached the Finish Line, they must reflect on their journey and discuss what they learned about teamwork and problem-solving.

Additional Rules:

  • Hints: Players can agree to give each other hints based on the clues, but this must be a collective decision.
  • Revisiting Clues: Players may revisit spaces they’ve previously landed on if they feel additional context is needed.
  • Penalty for Disagreement: If players cannot agree on the next move, they must skip their turn.

Game Modes:

  • Timed Mode: Use the timer for added pressure; players must reach the Finish Line before time runs out.
  • Exploration Mode: Remove the timer and take a more open approach, allowing for deeper exploration of clues and discussions.

Game Ideas: Theme – Basketball

NBA Monoply – It would be the same as a typical Monoply game with a few twist. Instead of properties it would be the courts. The pieces would be some of the top players and the hotels and houses would be championship trophies. Each time you would typically “Pass go” in regualr monoply, here it is a little different. Each time you “Pass go”, you go to playoffs. This means you must pick your best to battle for the championship and if you win you get the pot. The pot gets contibuted through “Hoop Cards”, Utility Fees, etc.

Time-Traveling Dunkers – Players would travel from different generations of basketball, facing some of the top teams in history. Each era has it’s own rules, syle, and callenges catered to that generation. Players don’t have limited resources, they may unlock unique moves, and past techniques and combine them to win.

Basketball Dynasty- Players build their own basketball franchise. Players draft players, manage finances, and make strategic decisions to lead their team to championships. Each turn involves player actions like training, trades, and game simulations based on dice rolls or cards. Events can influence team dynamics, like injuries or hot streaks.

Court of Champions – A competitive board game where players navigate a basketball court, aiming to score points by completing challenges and trivia related to basketball history and rules. Players move around the board based on dice rolls, landing on spaces that require them to answer questions or perform physical challenges (like making a paper ball into a trash can) to earn points.

Dunk or Die – Players must compete in various mini-games focused on basketball skills, creativity, and teamwork. The goal is to earn points through dunks and trick shots. Players draw challenge cards that dictate tasks, such as “Create a trick shot using two household items” or “Perform a basketball-related charade.” Others vote on the best performance for points.

Review on Photosynthesis

Was it fun? Yes, but no. The game was somewhat fun once you learned what you were doing.

What were the player interactions? This game didn’t have to much interactions among the players, it was more about where you planted your trees and how fast you grew them.

How long did it take to learn? It took a very long time for us to get started, and even as we started to figure out what it was that we were supposed to be doing, we still had to pause to figure out the answers to our questions along the way. We then discovered that we were playing the game partially wrong about half way through.

Would you play it again? I may play it again, but it would depend on what other options that there are. It most likely wouldn’t be my first choice.

Analyze the game using the 3 act structure.

Act 1 – would be reading the instructions and setting up the trees, and seeds on each players board. This was a long process at first because we were not given the clearest instructions.

Act 2- We finally starting planting trees and using our light points to buy more seeds to plant more trees and buying more trees to upgrade them.

Act 3- When we finally starting to uproot out large trees for points and then we could start to see who was going to win the game.

What are the collaborative and or competitive aspects of the game? This game is more the competitive type. It’s all about where you place your trees, and how fast you grow them so you can uproot your large trees for points.

What is the game’s metaphor and which of the game’s mechanics standout? The mechanics of this game is very simillar to how it would be in reality with the rotation of the sun and planting a seed and the tree growing.

5 Collaboration Game Ideas

  1. End Goal– a game where each player has a different task where the all have different roles for example (detective, strategist, and medic), and work together to complete the goal or task.
  2. Quest Map– a game where the group of players is given a map with clues and mysteries and they have to work together together to figure out where the finally destination is on the map to slove the mystery.
  3. War of the Survivors– Each player has to rely on the rest of their team or their oppenants to get questions right so they can gain rewards and move along to their quest. Wrong answers will cause one of the survivors to die off.
  4. Can I find my way– all of the players have to work together to find there path through the board. The game has no physical instructions so they have to figure what the objective is without really knowing one.
  5. Build a Bridge– Each group is stuck in a random room or place and they have to find a way to build the bridge or structure that the card they pic says, by only using objects that are currently in that space. Twist: the card may have further restrictions.